618 lines
		
	
	
		
			12 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
		
		
			
		
	
	
			618 lines
		
	
	
		
			12 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
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								import {
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									BufferGeometry,
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									Float32BufferAttribute,
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									Vector2,
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									Vector3,
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									Vector4
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								} from '../../three.module.min.js';
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								import * as BufferGeometryUtils from '../utils/BufferGeometryUtils.js';
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								/**
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								 *	Simplification Geometry Modifier
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								 *    - based on code and technique
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								 *	  - by Stan Melax in 1998
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								 *	  - Progressive Mesh type Polygon Reduction Algorithm
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								 *    - http://www.melax.com/polychop/
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								 */
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								const _cb = new Vector3(), _ab = new Vector3();
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								class SimplifyModifier {
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									modify( geometry, count ) {
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										geometry = geometry.clone();
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										// currently morphAttributes are not supported
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										delete geometry.morphAttributes.position;
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										delete geometry.morphAttributes.normal;
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										const attributes = geometry.attributes;
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										// this modifier can only process indexed and non-indexed geomtries with at least a position attribute
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										for ( const name in attributes ) {
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											if ( name !== 'position' && name !== 'uv' && name !== 'normal' && name !== 'tangent' && name !== 'color' ) geometry.deleteAttribute( name );
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										}
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										geometry = BufferGeometryUtils.mergeVertices( geometry );
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										//
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										// put data of original geometry in different data structures
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										//
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										const vertices = [];
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										const faces = [];
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										// add vertices
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										const positionAttribute = geometry.getAttribute( 'position' );
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										const uvAttribute = geometry.getAttribute( 'uv' );
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										const normalAttribute = geometry.getAttribute( 'normal' );
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										const tangentAttribute = geometry.getAttribute( 'tangent' );
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										const colorAttribute = geometry.getAttribute( 'color' );
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										let t = null;
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										let v2 = null;
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										let nor = null;
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										let col = null;
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										for ( let i = 0; i < positionAttribute.count; i ++ ) {
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											const v = new Vector3().fromBufferAttribute( positionAttribute, i );
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											if ( uvAttribute ) {
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												v2 = new Vector2().fromBufferAttribute( uvAttribute, i );
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											}
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											if ( normalAttribute ) {
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												nor = new Vector3().fromBufferAttribute( normalAttribute, i );
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											}
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											if ( tangentAttribute ) {
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												t = new Vector4().fromBufferAttribute( tangentAttribute, i );
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											}
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											if ( colorAttribute ) {
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												col = new THREE.Color().fromBufferAttribute( colorAttribute, i );
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											}
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											const vertex = new Vertex( v, v2, nor, t, col );
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											vertices.push( vertex );
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										}
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										// add faces
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										let index = geometry.getIndex();
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										if ( index !== null ) {
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											for ( let i = 0; i < index.count; i += 3 ) {
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												const a = index.getX( i );
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												const b = index.getX( i + 1 );
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												const c = index.getX( i + 2 );
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												const triangle = new Triangle( vertices[ a ], vertices[ b ], vertices[ c ], a, b, c );
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												faces.push( triangle );
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											}
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										} else {
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											for ( let i = 0; i < positionAttribute.count; i += 3 ) {
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												const a = i;
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												const b = i + 1;
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												const c = i + 2;
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												const triangle = new Triangle( vertices[ a ], vertices[ b ], vertices[ c ], a, b, c );
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												faces.push( triangle );
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											}
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										}
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										// compute all edge collapse costs
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										for ( let i = 0, il = vertices.length; i < il; i ++ ) {
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											computeEdgeCostAtVertex( vertices[ i ] );
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										}
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										let nextVertex;
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										let z = count;
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										while ( z -- ) {
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											nextVertex = minimumCostEdge( vertices );
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											if ( ! nextVertex ) {
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												console.log( 'THREE.SimplifyModifier: No next vertex' );
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												break;
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											}
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											collapse( vertices, faces, nextVertex, nextVertex.collapseNeighbor );
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										}
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										//
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										const simplifiedGeometry = new BufferGeometry();
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										const position = [];
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										const uv = [];
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										const normal = [];
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										const tangent = [];
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										const color = [];
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										index = [];
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										//
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										for ( let i = 0; i < vertices.length; i ++ ) {
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											const vertex = vertices[ i ];
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											position.push( vertex.position.x, vertex.position.y, vertex.position.z );
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											if ( vertex.uv ) {
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												uv.push( vertex.uv.x, vertex.uv.y );
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											}
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											if ( vertex.normal ) {
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												normal.push( vertex.normal.x, vertex.normal.y, vertex.normal.z );
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											}
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											if ( vertex.tangent ) {
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												tangent.push( vertex.tangent.x, vertex.tangent.y, vertex.tangent.z, vertex.tangent.w );
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											}
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											if ( vertex.color ) {
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												color.push( vertex.color.r, vertex.color.g, vertex.color.b );
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											}
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											// cache final index to GREATLY speed up faces reconstruction
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											vertex.id = i;
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										}
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										//
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										for ( let i = 0; i < faces.length; i ++ ) {
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											const face = faces[ i ];
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											index.push( face.v1.id, face.v2.id, face.v3.id );
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										}
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										simplifiedGeometry.setAttribute( 'position', new Float32BufferAttribute( position, 3 ) );
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										if ( uv.length > 0 ) simplifiedGeometry.setAttribute( 'uv', new Float32BufferAttribute( uv, 2 ) );
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										if ( normal.length > 0 ) simplifiedGeometry.setAttribute( 'normal', new Float32BufferAttribute( normal, 3 ) );
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										if ( tangent.length > 0 ) simplifiedGeometry.setAttribute( 'tangent', new Float32BufferAttribute( tangent, 4 ) );
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										if ( color.length > 0 ) simplifiedGeometry.setAttribute( 'color', new Float32BufferAttribute( color, 3 ) );
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										simplifiedGeometry.setIndex( index );
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										return simplifiedGeometry;
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									}
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								}
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								function pushIfUnique( array, object ) {
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									if ( array.indexOf( object ) === - 1 ) array.push( object );
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								}
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								function removeFromArray( array, object ) {
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									const k = array.indexOf( object );
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									if ( k > - 1 ) array.splice( k, 1 );
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								}
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								function computeEdgeCollapseCost( u, v ) {
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									// if we collapse edge uv by moving u to v then how
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									// much different will the model change, i.e. the "error".
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									const edgelength = v.position.distanceTo( u.position );
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									let curvature = 0;
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									const sideFaces = [];
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									// find the "sides" triangles that are on the edge uv
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									for ( let i = 0, il = u.faces.length; i < il; i ++ ) {
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										const face = u.faces[ i ];
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										if ( face.hasVertex( v ) ) {
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											sideFaces.push( face );
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										}
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									}
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									// use the triangle facing most away from the sides
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									// to determine our curvature term
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									for ( let i = 0, il = u.faces.length; i < il; i ++ ) {
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										let minCurvature = 1;
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										const face = u.faces[ i ];
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										for ( let j = 0; j < sideFaces.length; j ++ ) {
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											const sideFace = sideFaces[ j ];
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											// use dot product of face normals.
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											const dotProd = face.normal.dot( sideFace.normal );
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											minCurvature = Math.min( minCurvature, ( 1.001 - dotProd ) / 2 );
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										}
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										curvature = Math.max( curvature, minCurvature );
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									}
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									// crude approach in attempt to preserve borders
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									// though it seems not to be totally correct
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									const borders = 0;
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									if ( sideFaces.length < 2 ) {
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										// we add some arbitrary cost for borders,
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										// borders += 10;
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										curvature = 1;
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									}
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									const amt = edgelength * curvature + borders;
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								 | 
							
								
							 | 
						||
| 
								 | 
							
									return amt;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								function computeEdgeCostAtVertex( v ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									// compute the edge collapse cost for all edges that start
							 | 
						||
| 
								 | 
							
									// from vertex v.  Since we are only interested in reducing
							 | 
						||
| 
								 | 
							
									// the object by selecting the min cost edge at each step, we
							 | 
						||
| 
								 | 
							
									// only cache the cost of the least cost edge at this vertex
							 | 
						||
| 
								 | 
							
									// (in member variable collapse) as well as the value of the
							 | 
						||
| 
								 | 
							
									// cost (in member variable collapseCost).
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									if ( v.neighbors.length === 0 ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										// collapse if no neighbors.
							 | 
						||
| 
								 | 
							
										v.collapseNeighbor = null;
							 | 
						||
| 
								 | 
							
										v.collapseCost = - 0.01;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										return;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									v.collapseCost = 100000;
							 | 
						||
| 
								 | 
							
									v.collapseNeighbor = null;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									// search all neighboring edges for "least cost" edge
							 | 
						||
| 
								 | 
							
									for ( let i = 0; i < v.neighbors.length; i ++ ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										const collapseCost = computeEdgeCollapseCost( v, v.neighbors[ i ] );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										if ( ! v.collapseNeighbor ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											v.collapseNeighbor = v.neighbors[ i ];
							 | 
						||
| 
								 | 
							
											v.collapseCost = collapseCost;
							 | 
						||
| 
								 | 
							
											v.minCost = collapseCost;
							 | 
						||
| 
								 | 
							
											v.totalCost = 0;
							 | 
						||
| 
								 | 
							
											v.costCount = 0;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										v.costCount ++;
							 | 
						||
| 
								 | 
							
										v.totalCost += collapseCost;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										if ( collapseCost < v.minCost ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											v.collapseNeighbor = v.neighbors[ i ];
							 | 
						||
| 
								 | 
							
											v.minCost = collapseCost;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									// we average the cost of collapsing at this vertex
							 | 
						||
| 
								 | 
							
									v.collapseCost = v.totalCost / v.costCount;
							 | 
						||
| 
								 | 
							
									// v.collapseCost = v.minCost;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								function removeVertex( v, vertices ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									console.assert( v.faces.length === 0 );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									while ( v.neighbors.length ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										const n = v.neighbors.pop();
							 | 
						||
| 
								 | 
							
										removeFromArray( n.neighbors, v );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									removeFromArray( vertices, v );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								function removeFace( f, faces ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									removeFromArray( faces, f );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									if ( f.v1 ) removeFromArray( f.v1.faces, f );
							 | 
						||
| 
								 | 
							
									if ( f.v2 ) removeFromArray( f.v2.faces, f );
							 | 
						||
| 
								 | 
							
									if ( f.v3 ) removeFromArray( f.v3.faces, f );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									// TODO optimize this!
							 | 
						||
| 
								 | 
							
									const vs = [ f.v1, f.v2, f.v3 ];
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									for ( let i = 0; i < 3; i ++ ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										const v1 = vs[ i ];
							 | 
						||
| 
								 | 
							
										const v2 = vs[ ( i + 1 ) % 3 ];
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										if ( ! v1 || ! v2 ) continue;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										v1.removeIfNonNeighbor( v2 );
							 | 
						||
| 
								 | 
							
										v2.removeIfNonNeighbor( v1 );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								function collapse( vertices, faces, u, v ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									// Collapse the edge uv by moving vertex u onto v
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									if ( ! v ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										// u is a vertex all by itself so just delete it..
							 | 
						||
| 
								 | 
							
										removeVertex( u, vertices );
							 | 
						||
| 
								 | 
							
										return;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									if ( v.uv ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										u.uv.copy( v.uv );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									if ( v.normal ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										v.normal.add( u.normal ).normalize();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									if ( v.tangent ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										v.tangent.add( u.tangent ).normalize();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									const tmpVertices = [];
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									for ( let i = 0; i < u.neighbors.length; i ++ ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										tmpVertices.push( u.neighbors[ i ] );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									// delete triangles on edge uv:
							 | 
						||
| 
								 | 
							
									for ( let i = u.faces.length - 1; i >= 0; i -- ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										if ( u.faces[ i ] && u.faces[ i ].hasVertex( v ) ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											removeFace( u.faces[ i ], faces );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									// update remaining triangles to have v instead of u
							 | 
						||
| 
								 | 
							
									for ( let i = u.faces.length - 1; i >= 0; i -- ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										u.faces[ i ].replaceVertex( u, v );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									removeVertex( u, vertices );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									// recompute the edge collapse costs in neighborhood
							 | 
						||
| 
								 | 
							
									for ( let i = 0; i < tmpVertices.length; i ++ ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										computeEdgeCostAtVertex( tmpVertices[ i ] );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								function minimumCostEdge( vertices ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									// O(n * n) approach. TODO optimize this
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									let least = vertices[ 0 ];
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									for ( let i = 0; i < vertices.length; i ++ ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										if ( vertices[ i ].collapseCost < least.collapseCost ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											least = vertices[ i ];
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									return least;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// we use a triangle class to represent structure of face slightly differently
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								class Triangle {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									constructor( v1, v2, v3, a, b, c ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										this.a = a;
							 | 
						||
| 
								 | 
							
										this.b = b;
							 | 
						||
| 
								 | 
							
										this.c = c;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										this.v1 = v1;
							 | 
						||
| 
								 | 
							
										this.v2 = v2;
							 | 
						||
| 
								 | 
							
										this.v3 = v3;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										this.normal = new Vector3();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										this.computeNormal();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										v1.faces.push( this );
							 | 
						||
| 
								 | 
							
										v1.addUniqueNeighbor( v2 );
							 | 
						||
| 
								 | 
							
										v1.addUniqueNeighbor( v3 );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										v2.faces.push( this );
							 | 
						||
| 
								 | 
							
										v2.addUniqueNeighbor( v1 );
							 | 
						||
| 
								 | 
							
										v2.addUniqueNeighbor( v3 );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										v3.faces.push( this );
							 | 
						||
| 
								 | 
							
										v3.addUniqueNeighbor( v1 );
							 | 
						||
| 
								 | 
							
										v3.addUniqueNeighbor( v2 );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									computeNormal() {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										const vA = this.v1.position;
							 | 
						||
| 
								 | 
							
										const vB = this.v2.position;
							 | 
						||
| 
								 | 
							
										const vC = this.v3.position;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										_cb.subVectors( vC, vB );
							 | 
						||
| 
								 | 
							
										_ab.subVectors( vA, vB );
							 | 
						||
| 
								 | 
							
										_cb.cross( _ab ).normalize();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										this.normal.copy( _cb );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									hasVertex( v ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										return v === this.v1 || v === this.v2 || v === this.v3;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									replaceVertex( oldv, newv ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										if ( oldv === this.v1 ) this.v1 = newv;
							 | 
						||
| 
								 | 
							
										else if ( oldv === this.v2 ) this.v2 = newv;
							 | 
						||
| 
								 | 
							
										else if ( oldv === this.v3 ) this.v3 = newv;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										removeFromArray( oldv.faces, this );
							 | 
						||
| 
								 | 
							
										newv.faces.push( this );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										oldv.removeIfNonNeighbor( this.v1 );
							 | 
						||
| 
								 | 
							
										this.v1.removeIfNonNeighbor( oldv );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										oldv.removeIfNonNeighbor( this.v2 );
							 | 
						||
| 
								 | 
							
										this.v2.removeIfNonNeighbor( oldv );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										oldv.removeIfNonNeighbor( this.v3 );
							 | 
						||
| 
								 | 
							
										this.v3.removeIfNonNeighbor( oldv );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										this.v1.addUniqueNeighbor( this.v2 );
							 | 
						||
| 
								 | 
							
										this.v1.addUniqueNeighbor( this.v3 );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										this.v2.addUniqueNeighbor( this.v1 );
							 | 
						||
| 
								 | 
							
										this.v2.addUniqueNeighbor( this.v3 );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										this.v3.addUniqueNeighbor( this.v1 );
							 | 
						||
| 
								 | 
							
										this.v3.addUniqueNeighbor( this.v2 );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										this.computeNormal();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								class Vertex {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									constructor( v, uv, normal, tangent, color ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										this.position = v;
							 | 
						||
| 
								 | 
							
										this.uv = uv;
							 | 
						||
| 
								 | 
							
										this.normal = normal;
							 | 
						||
| 
								 | 
							
										this.tangent = tangent;
							 | 
						||
| 
								 | 
							
										this.color = color;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										this.id = - 1; // external use position in vertices list (for e.g. face generation)
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										this.faces = []; // faces vertex is connected
							 | 
						||
| 
								 | 
							
										this.neighbors = []; // neighbouring vertices aka "adjacentVertices"
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										// these will be computed in computeEdgeCostAtVertex()
							 | 
						||
| 
								 | 
							
										this.collapseCost = 0; // cost of collapsing this vertex, the less the better. aka objdist
							 | 
						||
| 
								 | 
							
										this.collapseNeighbor = null; // best candinate for collapsing
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									addUniqueNeighbor( vertex ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										pushIfUnique( this.neighbors, vertex );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									removeIfNonNeighbor( n ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										const neighbors = this.neighbors;
							 | 
						||
| 
								 | 
							
										const faces = this.faces;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										const offset = neighbors.indexOf( n );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										if ( offset === - 1 ) return;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										for ( let i = 0; i < faces.length; i ++ ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											if ( faces[ i ].hasVertex( n ) ) return;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										neighbors.splice( offset, 1 );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								export { SimplifyModifier };
							 |